The only characters that can join the Death Company are Chaplains or Sanguinary High Priests, proving that they do not have an honour guard. A Death Company not led by one of these characters must move towards the nearest enemy unit as fast as possible and must make an assault if possible.
If a Death Company Space Marine loses a wound, roll a dice. On a 4+ the injury is ignored and the model continues fighting. This cannot be used against weapons which inflict instant death or against close combat weapons that allow no save.
The Death Company is deployed as Elites in scenarios where this is relevant.
Automatically passes any Morale checks
May deploy anywhere on the table. Place the center of an Ordnance blast marker at the unit's destination and roll a Scatter Die and 2D6. On a "hit", the unit lands on-target. On an arrow, they land off-target 2D6 inches of the direction shown. Units may not move or assault in the same turn they arrive in.
Automatically regroup when falling back even when at less than 50%. Enemy advances are treated as a new Assault (enemy striking +1A the following turn). If the enemy does not advance, the Space Marines can move, shoot, and assault as normal in their following turn.
4
1
2
9
3+